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Author Topic: New unique items  (Read 366351 times)

Deathwind

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Re: New unique items
« Reply #600 on: March 02, 2011, 01:36 »

The Carnage "Shotgun" has always been and will always be a misnamed rocket launcher. There is no reason this should use shells or even exist in doomrl as we have actual rocket launchers.
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Ander Hammer

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Re: New unique items
« Reply #601 on: March 02, 2011, 03:30 »

The Carnage "Shotgun" has always been and will always be a misnamed rocket launcher. There is no reason this should use shells or even exist in doomrl as we have actual rocket launchers.

You keep acting as if it's a bad idea to suggest crazy uniques from other media that would be interesting.

That said, it probably should be kinda crappy to offset the fact it's a shotgun that shoots rockets, and it was crap in Borderlands.
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raekuul

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Re: New unique items
« Reply #602 on: March 02, 2011, 07:44 »

Just so it's on the record: I've been fiddling with making Shotguns that shoot projectile type Fire, and it's not possible as of 0.9.9.3a to make a shotgun that doesn't

A) Use Shells and Shrapnel damage
B) Use a cone type (Normal, Double, Assault are the cone types - Double has wider spread but sharper dropoff, while assault has narrower spread but less dramatic dropoff)

By comparison, hacking a pistol can give you a rocket launcher that wipes out the screen, a BFG that only uses one ammo, a chaingun that effectively fires rockets, or a plasma rifle that only shoots one 10mm bullet. I still haven't figured out how to make them load different types of ammunition.

In short: On an AoSh game, the Carnage Shotgun would still be a P-Class weapon, and therefore disallowed.
« Last Edit: March 02, 2011, 08:11 by raekuul »
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thelaptop

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Re: New unique items
« Reply #603 on: March 02, 2011, 07:49 »

Urgh... Angel of Shotgunnery is AoSh.

>.<

Someone needs to fix the Wiki for that also...
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Nameless

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Re: New unique items
« Reply #604 on: March 02, 2011, 08:14 »

You keep acting as if it's a bad idea to suggest crazy uniques from other media that would be interesting.
Hey you cheater, you linked the Anti-Freak Jackal twice! :o
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Ander Hammer

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Re: New unique items
« Reply #605 on: March 02, 2011, 10:01 »

Hey you cheater, you linked the Anti-Freak Jackal twice! :o

For emphasis. It's a pistolbullet rocketlauncher. But I guess shotguns are a funky category, so it's more of a 'no' than other ideas.
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raekuul

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Re: New unique items
« Reply #606 on: March 02, 2011, 11:25 »

For reference:

M-Class Weapons - Melee Weapons and anything that takes the bonuses from Brute. Examples: Combat Knife, Chainsaw, Azrael's Scythe

P-Class Weapons - Weapons that shoot a single projectile or a string of projectiles. Examples: Pistol, Railgun, BFG-9000.

S-Class Weapons - Weapons that shoot a cone of shrapnel damage. Examples: Any and all shotguns.

P-Class uses the Projectile Type to distinguish between what the shot actually does, S-Class uses Projectile Type to determine Spread/Dropoff. I don't know what M-Class uses that number for yet, and I really don't want to find out. I haven't found where the data for what the game reads the actual weapon as yet. As the Ammo Type seems to be tied to what weapon the game saw it as at pickup, I think it might actually be hardcoded in the weapon definitions and not something that we'd be able to mod once sandbox is perfected.
« Last Edit: March 02, 2011, 11:32 by raekuul »
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rchandra

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Re: New unique items
« Reply #607 on: March 02, 2011, 19:14 »

Screwdriver
this could be a consumable (it breaks), or a mod pack (perhaps with a different name), or even a re-usable unique misc item (Tesla's chisel?).  Use on an item to remove its mods.  Destroying the item would probably be reasonable.
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raekuul

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Re: New unique items
« Reply #608 on: March 04, 2011, 09:58 »

Korbu's Dagger
4d5
Melee
Special: Recover HP like a Vampire
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darksergio

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Re: New unique items
« Reply #609 on: March 04, 2011, 11:56 »

here is my idea for a unique armor but maybe is a little overpowered

H.A.C.S
Protection: 5
Durability: 100
Move speed: -15
Knockback: -20
in game description: you think you saw this in old video game
it remplace your current equiped weapons whit a 500 bullets minigun whit a 2d5 damage whit a underslug rocket launcher whit 5 round whit half the rocket  launcher damage and splash and the prepared weapon whit a chainsaw. the weapons cant be reoaded and cant be repaired by armor shard
Idea from: time crisis razing storm
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Kashi

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Re: New unique items
« Reply #610 on: March 04, 2011, 13:29 »

here is my idea for a unique armor but maybe is a little overpowered

H.A.C.S
Protection: 5
Durability: 100
Move speed: -15
Knockback: -20
in game description: you think you saw this in old video game
it remplace your current equiped weapons whit a 500 bullets minigun whit a 2d5 damage whit a underslug rocket launcher whit 5 round whit half the rocket  launcher damage and splash and the prepared weapon whit a chainsaw. the weapons cant be reoaded and cant be repaired by armor shard
Idea from: time crisis razing storm
What the freaking hell. Just... wow. I'm speechless.
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darksergio

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Re: New unique items
« Reply #611 on: March 04, 2011, 18:02 »

What the freaking hell. Just... wow. I'm speechless.
ok I wasnt expecting that reaction from a veteran but please tell me is it overpowered because I posted it after getting killed by 3 of them in arcade mode in razing storm playing in hard
« Last Edit: March 04, 2011, 18:03 by darksergio »
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Kashi

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Re: New unique items
« Reply #612 on: March 04, 2011, 18:24 »

ok I wasnt expecting that reaction from a veteran but please tell me is it overpowered because I posted it after getting killed by 3 of them in arcade mode in razing storm playing in hard
Veteran? Hardly. I just know how to react to stuff.

Let's explain a bit this: It's awesome, I concede it. I would like to see it appearing in the game, but it would be one hell of an issue to codify it. First, it's an armor or a weapon? I can't simply understand it. I don't know if it's possible, but I think that making something like this is as-of-now a difficult (If not impossible) task for Kornel. Making the 500-bullet minigun with a rocket launcher altfire could be easy (And believe me, I want a gun like that in the game), but combining it with an armor that also carries a chainsaw just makes me think one thing: "Aw, crap".
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raekuul

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Re: New unique items
« Reply #613 on: March 04, 2011, 21:53 »

Ammo and Armor/Boot Health are 1-byte variables, max is 255
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Game Hunter

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Re: New unique items
« Reply #614 on: March 04, 2011, 22:18 »

Ammo and Armor/Boot Health are 1-byte variables, max is 255

Code: [Select]
[b]DoomRL v.0.9.9.2[/b]
...
[mod] -- TR#152: durability of armor is no longer limited to 255
...
Not anymore, they're not! And since armor durability isn't limited, I'm sure upping the ammo max is quite possible as well (and I believe it could be done on a minigun if it didn't bug out).

The idea of a weapon/armor combo unique is interesting, for sure. I wouldn't mind seeing this around at ALL.
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